﻿<?xml version="1.0" encoding="utf-8" ?>
<wargear>
  <item>
    <name>No Psychic Power</name>
    <description>This unit may take a psychic power</description>
    <type>Psychic Powers</type>
  </item>
  <item>
    <name>Banishment</name>
    <description>Psychic Power. Daemons in base contact with the psycher roll 3D6 for instability</description>
    <type>Psychic Powers</type>
  </item>
  <item>
    <name>Destroy Daemon</name>
    <description>Psychic Power. The psyker may re-roll any to-hit and to-wound rolls against daemons</description>
    <type>Psychic Powers</type>
  </item>
  <item>
    <name>Hammerhand</name>
    <description>Psychic Power. Doubles the psyker's strength and counts as 2 CCWs. The psyker may not use weapons while it is active</description>
    <type>Psychic Powers</type>
  </item>
  <item>
    <name>Holocaust</name>
    <description>Psychic Power. In the assault phase at initiative 1, an ordinance template is placed in base contact with the psyker. Any models under the template suffer a S5 hit</description>
    <type>Psychic Powers</type>
  </item>
  <item>
    <name>Sanctuary</name>
    <description>Psychic Power. No daemon may come within 3" of the psyker. Daemons within 3" are pushed out. Those entering play within 3" are destroyed</description>
    <type>Psychic Powers</type>
  </item>
  <item>
    <name>Scourging</name>
    <description>Psychic Power. Used instead of a weapon in the shooting phase. Range 18", S5, AP5, Assault D6. Ignores invulnerable saves</description>
    <type>Psychic Powers</type>
  </item>
  <item>
    <name>Word of the Emperor</name>
    <description>Psychic Power. Enemies must pass a leadership test in order to assault the psyker or its unit</description>
    <type>Psychic Powers</type>
  </item>
  <item>
    <name>Psychic Power 1: Terrify</name>
    <description>Psychic Power. Roll: 1.  All units, friend or foe, within 12" must take a pinning test</description>
    <type>Psychic Powers</type>
  </item>
  <item>
    <name>Psychic Power 2: Re-Knit Host Form</name>
    <description>Psychic Power. Roll: 2.  The Daemonhost immediately recovers from all wounds suffered</description>
    <type>Psychic Powers</type>
  </item>
  <item>
    <name>Psychic Power 3: Teleport</name>
    <description>Psychic Power. Roll: 3.  The Daemonhost may move to any location on the board as though deepstriking</description>
    <type>Psychic Powers</type>
  </item>
  <item>
    <name>Psychic Power 4: Bloodboil</name>
    <description>Psychic Power. Roll: 4.  Center an ordinance blast template over the daemonhost. All other models under the template take an S3 AP2 hit</description>
    <type>Psychic Powers</type>
  </item>
  <item>
    <name>Psychic Power 5: Timeshift</name>
    <description>Psychic Power. Roll: 5.  The daemonhost can move 12" and assault 12", and has double the amount of attacks</description>
    <type>Psychic Powers</type>
  </item>
  <item>
    <name>Psychic Power 6: Warp Strength</name>
    <description>Psychic Power. Roll: 6.  Add D3 to the daemonhost's strength and toughness characteristics until the beginning of the next turn</description>
    <type>Psychic Powers</type>
  </item>
</wargear>